Call Familiar (920): Difference between revisions
VANKRASN39 (talk | contribs) (→Commands: style) |
VANKRASN39 (talk | contribs) m (→Binding Rune) |
||
Line 71: | Line 71: | ||
50 ranks of Elemental Lore, Water will unlock the ability to set an anchor to the naturally occurring earth[[node]] of a caster's choice. Setting an anchor will allow the mage to '''TELL FAMILIAR TO GO ANCHOR''', and the familiar will return to that room. The controlling mage can set the anchor room remotely through the familiar using '''TELL FAMILIAR ANCHOR'''. The anchor is a setting specific to the mage and does not need to be reset when a new familiar is cast. Each mage has one anchor setting. |
50 ranks of Elemental Lore, Water will unlock the ability to set an anchor to the naturally occurring earth[[node]] of a caster's choice. Setting an anchor will allow the mage to '''TELL FAMILIAR TO GO ANCHOR''', and the familiar will return to that room. The controlling mage can set the anchor room remotely through the familiar using '''TELL FAMILIAR ANCHOR'''. The anchor is a setting specific to the mage and does not need to be reset when a new familiar is cast. Each mage has one anchor setting. |
||
==Binding Rune== |
==Binding Rune and Familiar Talismans== |
||
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops. |
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops. |
||
Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop. |
Once the wizard has a binding runestone, he must purchase a [[familiar talisman]] from the local Wizard Guild shop. |
||
*WAVE the binding runestone at the familiar talisman in order to prepare it |
*WAVE the binding runestone at the familiar talisman in order to prepare it |
||
*WAVE the prepared familiar talisman at the familiar of choice. |
*WAVE the prepared familiar talisman at the familiar of choice. |
||
Line 82: | Line 82: | ||
Using the GAZE verb to look at a talisman will reveal the familiar the talisman summons.<br> |
Using the GAZE verb to look at a talisman will reveal the familiar the talisman summons.<br> |
||
<pre{{log2 |
<pre{{log2}}> |
||
>gaze my talisman |
>gaze my talisman |
||
As your eyes traverse across the grain of an faewood weasel talisman, the misty image of a ragged-eared mangy-furred weasel fills your vision before slowly fading away. |
As your eyes traverse across the grain of an faewood weasel talisman, the misty image of a ragged-eared mangy-furred weasel fills your vision before slowly fading away. |
||
</pre> |
</pre> |
||
More advanced |
More advanced familiar talismans can be made via [[Alchemy]]. |
||
==Familiars== |
==Familiars== |
Revision as of 18:19, 20 February 2016
| ||||||||||||||||||||||||||||||||||||||||||||||||
|
The Call Familiar spell enables a Wizard to summon an animal to his or her side as a companion. Cast unaided, the spell calls out to the nearest appropriate animal in the region, resulting in an arbitrary familiar. The duration of the effect may be refreshed in order to retain a particular familiar over an extended period of time.
Commands
Familiars are controlled using the TELL verb.
TELL FAMILIAR | Description |
---|---|
LOOK [player, object, creature] | look through a familiar's eyes |
READ | read an object in the room it is in |
ANCHOR | sets an anchor room for the familiar to return to (50 Water Lore ranks) |
GO ANCHOR | familiar will return to the set anchor room |
GO - ENTER - CLIMB | move in a direction, traverse a portal, or send a familiar into a home |
SAY | speak through a familiar |
GET | pick up and hold a small item |
DROP | drop a held item |
FIND | search for another character |
EMOTE [options] | familiar actions |
ACT [options] | set activity level and demeanor of a familiar |
STAY | remain in the current room; cease following a character |
RETURN | return familiar to caster's room, even when the caster is invisible |
WATCH | watch the room a familiar is in |
STOP | cease watching the room |
RESCUE | send a familiar to look for help when the caster is dead |
FLY, LAND, STAND, SIT, SLEEP | more familiar actions |
LEAVE | the familiar will leave and the spell will need to be recast |
Lore Benefits
Elemental Lore, Air
Every 100 skill bonus of Elemental Lore, Air will decrease the amount of time it takes for a familiar to find a player, with the maximum benefit occurring at 200 skill. Familiars use a "round system" for travel and finding people. A round fluctuates depending on the calculated distance. The lore benefit reduces those rounds.
Elemental Lore, Air ranks 24 100 Approximate % time reduction 25% 50%
- Not all thresholds shown, only those provided in release post. Benefit is hard to quantify.
Elemental Lore, Water
50 ranks of Elemental Lore, Water will unlock the ability to set an anchor to the naturally occurring earthnode of a caster's choice. Setting an anchor will allow the mage to TELL FAMILIAR TO GO ANCHOR, and the familiar will return to that room. The controlling mage can set the anchor room remotely through the familiar using TELL FAMILIAR ANCHOR. The anchor is a setting specific to the mage and does not need to be reset when a new familiar is cast. Each mage has one anchor setting.
Binding Rune and Familiar Talismans
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops.
Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop.
- WAVE the binding runestone at the familiar talisman in order to prepare it
- WAVE the prepared familiar talisman at the familiar of choice.
- Seal the familiar talisman by casting the Call Familiar spell at it.
- To summon the familiar, cast Call Familiar at the familiar talisman. Each familiar talisman has 20 charges.
Using the GAZE verb to look at a talisman will reveal the familiar the talisman summons.
>gaze my talisman As your eyes traverse across the grain of an faewood weasel talisman, the misty image of a ragged-eared mangy-furred weasel fills your vision before slowly fading away.
More advanced familiar talismans can be made via Alchemy.
Familiars
Animal | Locations | Base descriptors* | Secondary descriptors** | ||
---|---|---|---|---|---|
Bat | Teras Isle Elven Nations |
small | large | short-nosed | bare-backed |
fruit | spotted | little-collar | long-tailed | ||
pygmy | long-tongued | ||||
Cat | Wehnimer's Landing Solhaven River's Rest Icemule Trace Teras Isle Elven Nations |
black | calico | blue-eyed | disheveled |
charcoal | ginger | fat | fluffy | ||
grey | tabby | green-eyed | long-haired | ||
white | orange-eyed | plump | |||
shabby | short-haired | ||||
sleek | |||||
Chameleon | Teras Isle Elven Nations |
black | brown | large | small |
dwarf | forest | ||||
green | grey | ||||
leaf | mountain | ||||
ochre | spotted | ||||
veiled | |||||
Falcon | Wehnimer's Landing Solhaven River's Rest Elven Nations Zul Logoth |
long-winged | narrow-winged | large | ruffled |
red-footed | red-necked | sleek | small | ||
Fox | Icemule Trace Aenatumgana Elven Nations |
arctic | bat-eared | disheveled | sleek |
black | blue | ||||
desert | grey | ||||
kit | red | ||||
swift | |||||
Frog | Wehnimer's Landing River's Rest Teras Isle Zul Logoth |
brown | bull | large | plump |
green | green tree | slimy | small | ||
horned | tree | speckled | |||
Gyrfalcon | Icemule Trace | [no descriptors] | |||
Hare | Icemule Trace | black | broom | black-tailed | white-tailed |
cape | mountain | ||||
red | savanna | ||||
scrub | snowshoe | ||||
woolly | |||||
Hawk | Wehnimer's Landing Solhaven River's Rest Elven Nations |
black | black-mantled | large | ruffled |
grey-bellied | grey-headed | sleek | small | ||
red-chested | red-tailed | ||||
spot-tailed | white-bellied | ||||
Lemur | Teras Isle | bamboo | black | greater | lesser |
brown | crowned | sleek | small | ||
dwarf | fork-crowned | ||||
golden | fork-marked | ||||
grey | grey-headed | ||||
mouse | red-bellied | ||||
ring-tailed | red-collared | ||||
ruffled | white-collared | ||||
Mouse | Wehnimer's Landing Solhaven River's Rest Teras Isle Elven Nations |
black | brown | fat | plump |
field | forest | sleek | tiny | ||
furry | |||||
grey | white | ||||
[no descriptor] | |||||
Owl | Wehnimer's Landing Solhaven River's Rest Icemule Trace Aenatumgana Elven Nations |
barn | pygmy | greater | lesser |
barred | screech | ruffled | sleek | ||
bay | snowy | ||||
crested | sooty | ||||
eagle | speckled | ||||
elf | spectacled | ||||
grass | spotted | ||||
great white | striped | ||||
grey | tawny | ||||
hawk | white | ||||
horned | white-faced | ||||
maned | wood | ||||
masked | |||||
Pelican | Teras Isle | brown | pink-backed | large | ruffled |
white | spot-billed | small | sleek | ||
Penguin | Icemule Trace Aenatumgana |
crested | emperor | [no descriptors] | |
king | royal | ||||
yellow-eyed | little blue | ||||
Pitohui | Teras Isle | rusty | hooded | [no descriptors] | |
red-brown | black | ||||
brown | crested | ||||
Ptarmigan | Icemule Trace | rock | [no descriptors] | ||
Raven | Wehnimer's Landing Solhaven River's Rest Elven Nations Zul Logoth |
[no descriptors] | large | ruffled | |
small | sleek | ||||
Toucan | Teras Isle | blue | bright blue | black-banded | ivory-billed |
collared | emerald | black-billed | red-billed | ||
green | hooded | black-necked | red-necked | ||
speckled | [no descriptor] | blue-banded | spot-billed | ||
curl-crested | stripe-billed | ||||
fiery-billed | yellow-browed | ||||
grey-breasted | yellow-ridged | ||||
groove-billed | |||||
Wolf | Wehnimer's Landing Solhaven River's Rest Icemule Trace Aenatumgana Elven Nations |
arctic | blue | [no descriptors] | |
great white | grey | ||||
Air Wyrdling | Requires Attunement: Air Located Anywhere |
[no descriptors] | cloudy-eyed | long-eared | |
ethereal | long-nosed | ||||
foggy-eyed | soft-featured | ||||
lithe | white-eyed | ||||
Earth Wyrdling | Requires Attunement: Earth Located Anywhere |
[no descriptors] | amber-eyed | large-nosed | |
crumbling | rough | ||||
crystal-eyed | round-eared | ||||
dusty | squat | ||||
dusty-eyed | stout | ||||
Fire Wyrdling | Requires Attunement: Fire Located Anywhere |
[no descriptors] | angular | sharp-eared | |
ember-eyed | sharp-nosed | ||||
lanky | smoky | ||||
red-eyed | smoky-eyed | ||||
scaled | smoldering | ||||
Lightning Wyrdling | Requires Attunement: Lightning Located Anywhere |
[no descriptors] | angular | nebulous | |
hook-nosed | scaled | ||||
jagged-eared | silver-eyed | ||||
lanky | spark-eyed | ||||
Water Wyrdling | Requires Attunement: Water Located Anywhere |
[no descriptors] | blue-eyed | misty-eyed | |
frothy-eyed | sleek | ||||
lithe | small-nosed | ||||
long-eared | smooth | ||||
misty |
- * - Not all descriptors are found in all areas for a given creature
- ** - Secondary descriptor may be blank
- Sources:
Resources
- Runestone
- Familiars (saved posts)
- Wizard Base Spell Circle: Call Familiar, on Play.net
- Officials folder
- Raelee's list of familiars
Wizard Profession - edit |
---|
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells |
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item |
Popular Archetypes: Pure Mage | War Mage | Enchanter |